在IASetVertexBuffers()上播放错误期间之前成功失败的PIX调用

时间:2011-08-02 10:48:03

标签: directx hlsl slimdx vertex-buffer pix

我正在尝试在SlimDX DirectX11游戏中调试着色器,我已经编写了一段时间。代码运行良好并且顺利执行(虽然看似忽略了我的纹理),当我运行实验来捕获PIX中的单个帧时,它执行正常,但是如果我尝试访问PIX中的Render或Mesh选项卡以便我捕获框架我收到以下错误:

A call that previously succeeded failed during playback:

EID: 96
Call: ID3D11DeviceContext::IASetVertexBuffers()
HRESULT: E_FAIL

EID是在我捕获的帧之前发生的(我的帧从EID 108开始),所以我无法看到它失败的位置。

我决定运行完整的帧流,看看是否会显示错误。这次我得到了一些有用的东西。

A call that previously succeeded failed during playback:

EID: 15
Call: IDXGISwapChain::GetParent()
HRESULT:E_FAIL

导致它的事件日志:

Frame 1 EID
Call    4   D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, 7, 0x0016EE7C, 0x0016EE74 --> 0x07145B60, 0x0016EE6C --> 0x071453B0, NULL, 0x0016EE70 --> 0x071BA108)
Call    5   CreateObject(D3D11 Device, 0x071453B0)
Call    6   CreateObject(DXGI Factory, 0x07145A58)
Call    7   CreateObject(DXGI Adapter, 0x07145AA8)
Call    8   CreateObject(DXGI Device, 0x07145B00)
Call    9   CreateObject(DXGI Swap Chain, 0x07145B60)
Call    10  CreateObject(DXGI Surface, 0x07145BF8)
Call    11  CreateObject(D3D11 Texture2D, 0x07145C58)
Call    12  CreateObject(D3D11 Device Context, 0x071BA108)
Call    13  <0x071BA108> ID3D11DeviceContext::Release()
Call    14  <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call    15  <0x07145B60> IDXGISwapChain::GetParent(IID_IDXGIFactory, 0x0016EF40 --> 0x07145A58)
Call    16  <0x07145A58> IDXGIFactory::MakeWindowAssociation(0x00020574, 2)
Call    17  <0x07145A58> IDXGIFactory::Release()
Call    18  <0x071BA108> ID3D11DeviceContext::RSSetViewports(1, 0x0016EF28)
Call    19  <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EDCC, NULL, 0x0016EDC8 --> 0x071460F8)
Call    20  CreateObject(D3D11 Texture2D, 0x071460F8)
Call    21  <0x071453B0> ID3D11Device::CreateDepthStencilView(0x071460F8, 0x0016EE2C, 0x0016EE4C --> 0x07146198)
Call    22  CreateObject(D3D11 Depth-Stencil View, 0x07146198)
Call    23  <0x071460F8> ID3D11Texture2D::Release()
Call    24  <0x07145B60> IDXGISwapChain::GetBuffer(0, IID_ID3D11Texture2D, 0x0016EF3C --> 0x07145C58)
Call    25  <0x071453B0> ID3D11Device::CreateRenderTargetView(0x07145C58, NULL, 0x0016EF40 --> 0x071461F0)
Call    26  CreateObject(D3D11 Render Target View, 0x071461F0)
Call    27  <0x07145C58> ID3D11Texture2D::Release()
Call    28  <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016EF54 --> { 0x071461F0 }, 0x07146198)
Call    29  <0x071453B0> ID3D11Device::CreateVertexShader(0x00A90FA0, 1116, NULL, 0x0016EF24 --> 0x071462F8)
Call    30  CreateObject(D3D11 Vertex Shader, 0x071462F8)
Call    31  <0x071453B0> ID3D11Device::CreatePixelShader(0x00A8FC00, 1160, NULL, 0x0016EF24 --> 0x071467B8)
Call    32  CreateObject(D3D11 Pixel Shader, 0x071467B8)
Call    33  <0x071453B0> ID3D11Device::CreateVertexShader(0x00A92348, 568, NULL, 0x0016EF24 --> 0x07146CA0)
Call    34  CreateObject(D3D11 Vertex Shader, 0x07146CA0)
Call    35  <0x071453B0> ID3D11Device::CreatePixelShader(0x00ABE3F8, 8232, NULL, 0x0016EF24 --> 0x07146F38)
Call    36  CreateObject(D3D11 Pixel Shader, 0x07146F38)
Call    37  <0x071453B0> ID3D11Device::CreateVertexShader(0x00A92548, 568, NULL, 0x0016EF24 --> 0x07146F90)
Call    38  CreateObject(D3D11 Vertex Shader, 0x07146F90)
Call    39  <0x071453B0> ID3D11Device::CreatePixelShader(0x00B117C0, 1756, NULL, 0x0016EF24 --> 0x07139848)
Call    40  CreateObject(D3D11 Pixel Shader, 0x07139848)
Call    41  <0x071453B0> ID3D11Device::CreateVertexShader(0x00A925D8, 568, NULL, 0x0016EF24 --> 0x071454A0)
Call    42  CreateObject(D3D11 Vertex Shader, 0x071454A0)
Call    43  <0x071453B0> ID3D11Device::CreatePixelShader(0x00ABE018, 7196, NULL, 0x0016EF24 --> 0x07145738)
Call    44  CreateObject(D3D11 Pixel Shader, 0x07145738)
Call    45  <0x071453B0> ID3D11Device::AddRef()
Call    46  <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EE08, 0x00A90768, 0x0016EE04 --> 0x07145790)
Call    47  CreateObject(D3D11 Texture2D, 0x07145790)
Call    48  <0x07145790> ID3D11Texture2D::GetType(0x0016EDB4)
Call    49  <0x07145790> ID3D11Texture2D::QueryInterface(IID_ID3D11Texture2D, 0x0016EDD8 --> 0x07145790)
Call    50  <0x07145790> ID3D11Texture2D::GetDesc(0x0016EE24)
Call    51  <0x071453B0> ID3D11Device::CreateShaderResourceView(0x07145790, 0x0016EDBC, 0x0016EF44 --> 0x07145830)
Call    52  CreateObject(D3D11 Shader Resource View, 0x07145830)
Call    53  <0x07145790> ID3D11Texture2D::Release()
Call    54  <0x07145790> ID3D11Texture2D::Release()
Call    55  <0x071453B0> ID3D11Device::Release()
Call    56  <0x071453B0> ID3D11Device::AddRef()
Call    57  <0x071453B0> ID3D11Device::CreateTexture2D(0x0016EE08, 0x00A8F6A0, 0x0016EE04 --> 0x0713A990)
Call    58  CreateObject(D3D11 Texture2D, 0x0713A990)
Call    59  <0x0713A990> ID3D11Texture2D::GetType(0x0016EDB4)
Call    60  <0x0713A990> ID3D11Texture2D::QueryInterface(IID_ID3D11Texture2D, 0x0016EDD8 --> 0x0713A990)
Call    61  <0x0713A990> ID3D11Texture2D::GetDesc(0x0016EE24)
Call    62  <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713A990, 0x0016EDBC, 0x0016EF44 --> 0x071C3B98)
Call    63  CreateObject(D3D11 Shader Resource View, 0x071C3B98)
Call    64  <0x0713A990> ID3D11Texture2D::Release()
Call    65  <0x0713A990> ID3D11Texture2D::Release()
Call    66  <0x071453B0> ID3D11Device::Release()
Call    67  <0x071453B0> ID3D11Device::CreateSamplerState(0x0016EED4, 0x0016EED0 --> 0x07145938)
Call    68  CreateObject(D3D11 Sampler State, 0x07145938)
Call    69  <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(0, 1, 0x0016EF38 --> { 0x07145830 })
Call    70  <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(4, 1, 0x0016EF38 --> { 0x071C3B98 })
Call    71  <0x071BA108> ID3D11DeviceContext::PSSetSamplers(0, 1, 0x0016EF38 --> { 0x07145938 })
Call    72  <0x071453B0> ID3D11Device::CreateBuffer(0x0016EDF4, 0x0016EDDC, 0x0016EDF0 --> 0x0713AA30)
Call    73  CreateObject(D3D11 Buffer, 0x0713AA30)
Call    74  <0x071BA108> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x0016EE68 --> { 0x0713AA30 })
Call    75  <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AAB8)
Call    76  CreateObject(D3D11 Texture2D, 0x0713AAB8)
Call    77  <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AAB8, 0x0016ED28, 0x0016ED44 --> 0x071C3BF0)
Call    78  CreateObject(D3D11 Render Target View, 0x071C3BF0)
Call    79  <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AAB8, 0x0016ECF4, 0x0016ED14 --> 0x071C3C48)
Call    80  CreateObject(D3D11 Shader Resource View, 0x071C3C48)
Call    81  <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AB58)
Call    82  CreateObject(D3D11 Texture2D, 0x0713AB58)
Call    83  <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AB58, 0x0016ED28, 0x0016ED44 --> 0x071C3CA0)
Call    84  CreateObject(D3D11 Render Target View, 0x071C3CA0)
Call    85  <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AB58, 0x0016ECF4, 0x0016ED14 --> 0x071C3CF8)
Call    86  CreateObject(D3D11 Shader Resource View, 0x071C3CF8)
Call    87  <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713ACA8)
Call    88  CreateObject(D3D11 Texture2D, 0x0713ACA8)
Call    89  <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713ACA8, 0x0016ED28, 0x0016ED44 --> 0x071C3D50)
Call    90  CreateObject(D3D11 Render Target View, 0x071C3D50)
Call    91  <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713ACA8, 0x0016ECF4, 0x0016ED14 --> 0x071C3DA8)
Call    92  CreateObject(D3D11 Shader Resource View, 0x071C3DA8)
Call    93  <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ECD0, NULL, 0x0016ECCC --> 0x0713AD48)
Call    94  CreateObject(D3D11 Texture2D, 0x0713AD48)
Call    95  <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AD48, 0x0016ED28, 0x0016ED44 --> 0x071C3E00)
Call    96  CreateObject(D3D11 Render Target View, 0x071C3E00)
Call    97  <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AD48, 0x0016ECF4, 0x0016ED14 --> 0x071C3E58)
Call    98  CreateObject(D3D11 Shader Resource View, 0x071C3E58)
Call    99  <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ED00, NULL, 0x0016ECFC --> 0x0713ADE8)
Call    100 CreateObject(D3D11 Texture2D, 0x0713ADE8)
Call    101 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713ADE8, 0x0016ED58, 0x0016ED74 --> 0x071C3EB0)
Call    102 CreateObject(D3D11 Render Target View, 0x071C3EB0)
Call    103 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713ADE8, 0x0016ED24, 0x0016ED44 --> 0x071C3F08)
Call    104 CreateObject(D3D11 Shader Resource View, 0x071C3F08)
Call    105 <0x071453B0> ID3D11Device::CreateTexture2D(0x0016ED00, NULL, 0x0016ECFC --> 0x0713AE88)
Call    106 CreateObject(D3D11 Texture2D, 0x0713AE88)
Call    107 <0x071453B0> ID3D11Device::CreateRenderTargetView(0x0713AE88, 0x0016ED58, 0x0016ED74 --> 0x071C3F60)
Call    108 CreateObject(D3D11 Render Target View, 0x071C3F60)
Call    109 <0x071453B0> ID3D11Device::CreateShaderResourceView(0x0713AE88, 0x0016ED24, 0x0016ED44 --> 0x071C3FB8)
Call    110 CreateObject(D3D11 Shader Resource View, 0x071C3FB8)
Call    111 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016EC64, 3, 0x066B15E8, 152, 0x0016EC5C --> 0x0713AFD8)
Call    112 CreateObject(D3D11 Input Layout, 0x0713AFD8)
Call    113 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x0713AFD8)
Call    114 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call    115 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EDC0, 0x0016EDA8, 0x0016EDBC --> 0x0713B0C0)
Call    116 CreateObject(D3D11 Buffer, 0x0713B0C0)
Call    117 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call    118 <0x071BA108> ID3D11DeviceContext::Release()
Call    119 <0x071BA108> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x0016EE34 --> { 0x0713B0C0 })
Call    120 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call    121 <0x071BA108> ID3D11DeviceContext::Release()
Call    122 <0x071BA108> ID3D11DeviceContext::UpdateSubresource(0x0713B0C0, 0, NULL, 0x066B1928, 0, 0)
Call    123 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC4C, 0x0016EC34, 0x0016EC48 --> 0x0713B148)
Call    124 CreateObject(D3D11 Buffer, 0x0713B148)
Call    125 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC4C, 0x0016EC34, 0x0016EC48 --> 0x0713B1D0)
Call    126 CreateObject(D3D11 Buffer, 0x0713B1D0)
Call    127 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x0713A120)
Call    128 CreateObject(D3D11 Buffer, 0x0713A120)
Call    129 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x0713A1A8)
Call    130 CreateObject(D3D11 Buffer, 0x0713A1A8)
Call    131 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x0713B258)
Call    132 CreateObject(D3D11 Buffer, 0x0713B258)
Call    133 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x0713B2E0)
Call    134 CreateObject(D3D11 Buffer, 0x0713B2E0)
Call    135 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C65E8)
Call    136 CreateObject(D3D11 Buffer, 0x071C65E8)
Call    137 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C6670)
Call    138 CreateObject(D3D11 Buffer, 0x071C6670)
Call    139 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6710)
Call    140 CreateObject(D3D11 Buffer, 0x071C6710)
Call    141 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6798)
Call    142 CreateObject(D3D11 Buffer, 0x071C6798)
Call    143 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6820)
Call    144 CreateObject(D3D11 Buffer, 0x071C6820)
Call    145 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C68A8)
Call    146 CreateObject(D3D11 Buffer, 0x071C68A8)
Call    147 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6930)
Call    148 CreateObject(D3D11 Buffer, 0x071C6930)
Call    149 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C69B8)
Call    150 CreateObject(D3D11 Buffer, 0x071C69B8)
Call    151 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6A40)
Call    152 CreateObject(D3D11 Buffer, 0x071C6A40)
Call    153 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6AC8)
Call    154 CreateObject(D3D11 Buffer, 0x071C6AC8)
Call    155 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6B50)
Call    156 CreateObject(D3D11 Buffer, 0x071C6B50)
Call    157 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C6BD8)
Call    158 CreateObject(D3D11 Buffer, 0x071C6BD8)
Call    159 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6C60)
Call    160 CreateObject(D3D11 Buffer, 0x071C6C60)
Call    161 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C6CE8)
Call    162 CreateObject(D3D11 Buffer, 0x071C6CE8)
Call    163 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6D70)
Call    164 CreateObject(D3D11 Buffer, 0x071C6D70)
Call    165 <0x071453B0> ID3D11Device::CreateBuffer(0x0F7EED88, 0x0F7EED70, 0x0F7EED84 --> 0x071C6DF8)
Call    166 CreateObject(D3D11 Buffer, 0x071C6DF8)
Call    167 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x071C6E80)
Call    168 CreateObject(D3D11 Buffer, 0x071C6E80)
Call    169 <0x071453B0> ID3D11Device::CreateBuffer(0x0FB9EFE8, 0x0FB9EFD0, 0x0FB9EFE4 --> 0x071C6F08)
Call    170 CreateObject(D3D11 Buffer, 0x071C6F08)
Call    171 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071461F0, 0x0016EE5C)
Call    172 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call    173 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EE04, 0x0016EDEC, 0x0016EE00 --> 0x071C6F90)
Call    174 CreateObject(D3D11 Buffer, 0x071C6F90)
Call    175 <0x071BA108> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x0016EE78 --> { 0x071C6F90 })
Call    176 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call    177 <0x071BA108> ID3D11DeviceContext::Release()
Call    178 <0x071BA108> ID3D11DeviceContext::UpdateSubresource(0x0713B0C0, 0, NULL, 0x066B1928, 0, 0)
Call    179 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x071462F8, NULL, 0)
Call    180 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x071467B8, NULL, 0)
Call    181 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E9C4, 3, 0x066B15E8, 152, 0x0016E9BC --> 0x0713A230)
Call    182 CreateObject(D3D11 Input Layout, 0x0713A230)
Call    183 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x0713A230)
Call    184 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call    185 <0x071453B0> ID3D11Device::GetImmediateContext(0x071BA108 --> 0x6C54A8D8)
Call    186 <0x071BA108> ID3D11DeviceContext::Release()
Call    187 <0x071BA108> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x0016EE08 --> { 0x0713B0C0 })
Call    188 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(2, 1, 0x0016EE20 --> { NULL })
Call    189 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(3, 1, 0x0016EE20 --> { NULL })
Call    190 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(5, 1, 0x0016EE20 --> { NULL })
Call    191 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(6, 1, 0x0016EE20 --> { NULL })
Call    192 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(4, 0x0016EDE8 --> { 0x071C3BF0, 0x071C3CA0, 0x071C3D50, 0x071C3E00 }, 0x07146198)
Call    193 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3BF0, 0x0016EDD0)
Call    194 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3CA0, 0x0016EDD0)
Call    195 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3D50, 0x0016EDD0)
Call    196 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3E00, 0x0016EDD0)
Call    197 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call    198 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C7018)
Call    199 CreateObject(D3D11 Buffer, 0x071C7018)
Call    200 <0x071453B0> ID3D11Device::CreateBuffer(0x0F49EEF8, 0x0F49EEE0, 0x0F49EEF4 --> 0x071C70A0)
Call    201 CreateObject(D3D11 Buffer, 0x071C70A0)
Call    202 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C7128)
Call    203 CreateObject(D3D11 Buffer, 0x071C7128)
Call    204 <0x071453B0> ID3D11Device::CreateBuffer(0x0FDCE878, 0x0FDCE860, 0x0FDCE874 --> 0x071C71B0)
Call    205 CreateObject(D3D11 Buffer, 0x071C71B0)
Call    206 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C7238)
Call    207 CreateObject(D3D11 Buffer, 0x071C7238)
Call    208 <0x071453B0> ID3D11Device::CreateBuffer(0x0F63F038, 0x0F63F020, 0x0F63F034 --> 0x071C72C0)
Call    209 CreateObject(D3D11 Buffer, 0x071C72C0)
Call    210 <0x071453B0> ID3D11Device::CreateBuffer(0x0FA3EAB8, 0x0FA3EAA0, 0x0FA3EAB4 --> 0x071C7348)
Call    211 CreateObject(D3D11 Buffer, 0x071C7348)
Call    212 <0x071453B0> ID3D11Device::CreateBuffer(0x0FA3EAB8, 0x0FA3EAA0, 0x0FA3EAB4 --> 0x071C73D0)
Call    213 CreateObject(D3D11 Buffer, 0x071C73D0)
Call    214 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x0713A120 }, 0x0016ED08, 0x0016ED0C)
Call    215 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x0713A1A8, DXGI_FORMAT_R16_UINT, 0)
Call    216 <0x071BA108> ID3D11DeviceContext::DrawIndexed(924, 0, 0)
Call    217 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x0713B258 }, 0x0016ED08, 0x0016ED0C)
Call    218 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x0713B2E0, DXGI_FORMAT_R16_UINT, 0)
Call    219 <0x071BA108> ID3D11DeviceContext::DrawIndexed(13692, 0, 0)
Call    220 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C65E8 }, 0x0016ED08, 0x0016ED0C)
Call    221 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6670, DXGI_FORMAT_R16_UINT, 0)
Call    222 <0x071BA108> ID3D11DeviceContext::DrawIndexed(4044, 0, 0)
Call    223 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6710 }, 0x0016ED08, 0x0016ED0C)
Call    224 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6798, DXGI_FORMAT_R16_UINT, 0)
Call    225 <0x071BA108> ID3D11DeviceContext::DrawIndexed(28260, 0, 0)
Call    226 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6820 }, 0x0016ED08, 0x0016ED0C)
Call    227 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C68A8, DXGI_FORMAT_R16_UINT, 0)
Call    228 <0x071BA108> ID3D11DeviceContext::DrawIndexed(1860, 0, 0)
Call    229 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6930 }, 0x0016ED08, 0x0016ED0C)
Call    230 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C69B8, DXGI_FORMAT_R16_UINT, 0)
Call    231 <0x071BA108> ID3D11DeviceContext::DrawIndexed(36, 0, 0)
Call    232 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6A40 }, 0x0016ED08, 0x0016ED0C)
Call    233 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6AC8, DXGI_FORMAT_R16_UINT, 0)
Call    234 <0x071BA108> ID3D11DeviceContext::DrawIndexed(25584, 0, 0)
Call    235 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6C60 }, 0x0016ED08, 0x0016ED0C)
Call    236 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6CE8, DXGI_FORMAT_R16_UINT, 0)
Call    237 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6816, 0, 0)
Call    238 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6D70 }, 0x0016ED08, 0x0016ED0C)
Call    239 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6DF8, DXGI_FORMAT_R16_UINT, 0)
Call    240 <0x071BA108> ID3D11DeviceContext::DrawIndexed(12528, 0, 0)
Call    241 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED04 --> { 0x071C6E80 }, 0x0016ED08, 0x0016ED0C)
Call    242 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C6F08, DXGI_FORMAT_R16_UINT, 0)
Call    243 <0x071BA108> ID3D11DeviceContext::DrawIndexed(3252, 0, 0)
Call    244 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF8, 0x0016EBE0, 0x0016EBF4 --> 0x071C7458)
Call    245 CreateObject(D3D11 Buffer, 0x071C7458)
Call    246 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF8, 0x0016EBE0, 0x0016EBF4 --> 0x071C74E0)
Call    247 CreateObject(D3D11 Buffer, 0x071C74E0)
Call    248 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x07146CA0, NULL, 0)
Call    249 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07146F38, NULL, 0)
Call    250 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E958, 3, 0x066B18A8, 120, 0x0016E950 --> 0x071C4D40)
Call    251 CreateObject(D3D11 Input Layout, 0x071C4D40)
Call    252 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C4D40)
Call    253 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call    254 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(7, 1, 0x0016EDB4 --> { NULL })
Call    255 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016ED9C --> { 0x071C3EB0 }, 0x07146198)
Call    256 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3EB0, 0x0016ED70)
Call    257 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call    258 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(2, 1, 0x0016EDB4 --> { 0x071C3CF8 })
Call    259 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(3, 1, 0x0016EDB4 --> { 0x071C3DA8 })
Call    260 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016EDA0 --> { 0x071C7458 }, 0x0016EDA4, 0x0016EDA8)
Call    261 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C74E0, DXGI_FORMAT_R16_UINT, 0)
Call    262 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call    263 <0x071C7458> ID3D11Buffer::Release()
Call    264 <0x071C74E0> ID3D11Buffer::Release()
Call    265 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF0, 0x0016EBD8, 0x0016EBEC --> 0x071C7568)
Call    266 CreateObject(D3D11 Buffer, 0x071C7568)
Call    267 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EBF0, 0x0016EBD8, 0x0016EBEC --> 0x071C75F0)
Call    268 CreateObject(D3D11 Buffer, 0x071C75F0)
Call    269 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x07146F90, NULL, 0)
Call    270 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07139848, NULL, 0)
Call    271 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E950, 3, 0x065688E0, 120, 0x0016E948 --> 0x071C5600)
Call    272 CreateObject(D3D11 Input Layout, 0x071C5600)
Call    273 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C5600)
Call    274 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call    275 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(1, 1, 0x0016EDAC --> { NULL })
Call    276 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016ED94 --> { 0x071C3F60 }, 0x07146198)
Call    277 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071C3F60, 0x0016ED68)
Call    278 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call    279 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(5, 1, 0x0016EDAC --> { 0x071C3C48 })
Call    280 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(6, 1, 0x0016EDAC --> { 0x071C3E58 })
Call    281 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(7, 1, 0x0016EDAC --> { 0x071C3F08 })
Call    282 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016ED98 --> { 0x071C7568 }, 0x0016ED9C, 0x0016EDA0)
Call    283 DestroyObject(D3D11 Buffer, 0x071C7458)
Call    284 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C75F0, DXGI_FORMAT_R16_UINT, 0)
Call    285 DestroyObject(D3D11 Buffer, 0x071C74E0)
Call    286 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call    287 <0x071C7568> ID3D11Buffer::Release()
Call    288 <0x071C75F0> ID3D11Buffer::Release()
Call    289 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC00, 0x0016EBE8, 0x0016EBFC --> 0x071C7678)
Call    290 CreateObject(D3D11 Buffer, 0x071C7678)
Call    291 <0x071453B0> ID3D11Device::CreateBuffer(0x0016EC00, 0x0016EBE8, 0x0016EBFC --> 0x071C7700)
Call    292 CreateObject(D3D11 Buffer, 0x071C7700)
Call    293 <0x071BA108> ID3D11DeviceContext::VSSetShader(0x071454A0, NULL, 0)
Call    294 <0x071BA108> ID3D11DeviceContext::PSSetShader(0x07145738, NULL, 0)
Call    295 <0x071453B0> ID3D11Device::CreateInputLayout(0x0016E960, 3, 0x06568960, 120, 0x0016E958 --> 0x071C56C0)
Call    296 CreateObject(D3D11 Input Layout, 0x071C56C0)
Call    297 <0x071BA108> ID3D11DeviceContext::IASetInputLayout(0x071C56C0)
Call    298 <0x071BA108> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
Call    299 <0x071BA108> ID3D11DeviceContext::OMSetRenderTargets(1, 0x0016EDBC --> { 0x071461F0 }, 0x07146198)
Call    300 <0x071BA108> ID3D11DeviceContext::ClearRenderTargetView(0x071461F0, 0x0016EDA0)
Call    301 <0x071BA108> ID3D11DeviceContext::ClearDepthStencilView(0x07146198, 1, 1.000f, 0)
Call    302 <0x071BA108> ID3D11DeviceContext::PSSetShaderResources(1, 1, 0x0016EDBC --> { 0x071C3FB8 })
Call    303 <0x071BA108> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x0016EDA8 --> { 0x071C7678 }, 0x0016EDAC, 0x0016EDB0)
Call    304 DestroyObject(D3D11 Buffer, 0x071C7568)
Call    305 <0x071BA108> ID3D11DeviceContext::IASetIndexBuffer(0x071C7700, DXGI_FORMAT_R16_UINT, 0)
Call    306 DestroyObject(D3D11 Buffer, 0x071C75F0)
Call    307 <0x071BA108> ID3D11DeviceContext::DrawIndexed(6, 0, 0)
Call    308 <0x071C7678> ID3D11Buffer::Release()
Call    309 <0x071C7700> ID3D11Buffer::Release()
Call    310 <0x07145B60> IDXGISwapChain::Present(0, 0)
Frame   311 Frame 2

输出日志中也没有任何内容。以前有人遇到过这个吗?如果是这样,你是如何解决它的?

2 个答案:

答案 0 :(得分:1)

虽然可能不再需要回复或者可能与您的问题原因不同,但我至少对PIX的IASetVertexBuffers()错误问题感到困扰。

我的案例中的原因是处理了仍然绑定为顶点缓冲区的缓冲区。

在将null绑定到Vertex缓冲区之后,在原始缓冲区被丢弃之后,已经避免了错误。

// Create Buffer
buffer = new SlimDX.Direct3D11.Buffer(device, stream, vertexBufferDesc);
stream.Dispose();

// Bind
device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(buffer, stride, 0));

// Draw
effectPass.Apply(device.ImmediateContext);
device.ImmediateContext.Draw(primitiveCount, 0);

// Unbind and Dispose
device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(null, 0, 0)); 
buffer.Dispose();

答案 1 :(得分:0)

我之前遇到过这些错误,每当我使用顶点着色器的流输出时(不确定是否还有几何着色器)。没有解决方法。

根据您拥有的GPU,尝试使用AMD GPU PerfStudio或Nvidias Parallel Nsight调试您的应用程序。也许它会在它们中起作用。